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2791
General ENIGMA / Re: Poll: Regarding community/forums
« on: July 08, 2008, 10:51:36 am »
Well, the way I see it, this forum has a nice new skin (except when you're not logged in), but other than that, it's an SMF, and is no better than any other of the 100,000,000 GM sites out there.
The EDC was hand coded, and has only the better features. The only things I like about forums is they give people a place to answer questions in mass, and they have a PM system. Really, I like the EDC's layout better, since it is more geared towards things we'll be doing, such as game making and example posting, whereas a forum is just a message board.
Both have their perks, but I'd like the two to share databases and for the EDC to link to the forums. That way, you have your new games right up front, as well as the latest blogs; but right underneath you have a conglomeration of anyone needing help or requesting a team, or God knows what else.
It removes the need for a sillyness forum that we'd have to be real strict about. If you don't like the person, stay away from their blog; and if you do, hang out there.
Those're just my takes.
The EDC was hand coded, and has only the better features. The only things I like about forums is they give people a place to answer questions in mass, and they have a PM system. Really, I like the EDC's layout better, since it is more geared towards things we'll be doing, such as game making and example posting, whereas a forum is just a message board.
Both have their perks, but I'd like the two to share databases and for the EDC to link to the forums. That way, you have your new games right up front, as well as the latest blogs; but right underneath you have a conglomeration of anyone needing help or requesting a team, or God knows what else.
It removes the need for a sillyness forum that we'd have to be real strict about. If you don't like the person, stay away from their blog; and if you do, hang out there.
Those're just my takes.
2792
Issues Help Desk / Re: Runtime Error
« on: July 03, 2008, 05:14:22 am »
Or all of the above.
R3 will likely provide more insight into problems like that.
R3 will likely provide more insight into problems like that.
2793
Issues Help Desk / Re: gcc, permission denied solved
« on: July 03, 2008, 04:35:50 am »
It'll work anywhere as long as everything is in the same folder.
As for the mess when you throw a syntax error, I am very pleased to say that the glitch is totally fixed in R3.
As for the mess when you throw a syntax error, I am very pleased to say that the glitch is totally fixed in R3.
2794
Proposals / Re: Separate Forums = Bad
« on: June 29, 2008, 11:46:32 am »
We're working on it.
Well, they are. I'm just kinda working on the actual program.
Well, they are. I'm just kinda working on the actual program.
2795
Proposals / Re: Id like to see this get better an dmore functional
« on: June 29, 2008, 11:45:25 am »
We're working as fast as we can.
The room editor will be taken care of in R3.
The room editor will be taken care of in R3.
2796
Tips, Tutorials, Examples / Re: A Few Alternate Functions
« on: June 12, 2008, 01:15:30 pm »
XD
I'm sorry, I've been devoting more time to the actual project than to its progress page.
Maybe that's a good thing anyway.
Thank you though, that was still a nice thought and good thinking.
I'm sorry, I've been devoting more time to the actual project than to its progress page.
Maybe that's a good thing anyway.
Thank you though, that was still a nice thought and good thinking.
2797
General ENIGMA / Re: A Similar Program Released
« on: June 10, 2008, 08:32:48 pm »
Now now, children. (Sorry, couldn't resist)
.NET has its virtues. It also has a lot of setbacks that make other languages more appealing, such as most computers not coming with the 100 MB framework, iirc.
.NET has its virtues. It also has a lot of setbacks that make other languages more appealing, such as most computers not coming with the 100 MB framework, iirc.
2798
Announcements / R3 Information
« on: May 17, 2008, 03:28:21 pm »Features
I'm doing more things to the third alpha to make it more like Mark Overmars' program Game Maker.Syntax check
This new release will indeed have a syntax check--which I am currently working on--for its off-brand language.Behind-the-scenes processing
R3 will also have some nifty things as far as 'apply a direction and speed, and watch game work' goes. That will take like five minutes to do; the hard part is making hspeed and vspeed change with direction and speed, and vice versa. Nevertheless, it will get done, and it will get done right.draw_text
I have implemented a basic draw_text(), and it is functional. I'll leave it to anyone who wants to work on it after R3, and I say this with high hopes for a potential new ENIGMA Team member X-Tra Fear, from the GMC. He is, from what I have seen of him, a GL expert. Which will certainly not hurt ENIGMA's speed and functionality.More callback related functions
In R3 you will find the keyboard callback of R2, as well as complete mouse button callback (all events and functions) for all three buttons, and the mouse wheel.Collisions
I'll let the rest of the cat out of the bag here. Ludamad from 64Digits has been working on a large collision system to power enigma, which from what I've seen has more than twice the features Game Maker offers. I do not have any data on speed for either Game Maker or ENIGMA to share with the public, but I am confident it will be fine. Luda has spent time optimizing the code to work with bits instead of chars, as many professionals do in similar systems. I can assure you it is memory efficient and assume it is speed efficient as well.iENIGMA
I have a release of GCC for Mac, but I lack a Mac to install it on. I may be able to gain access to it on the Macs at school, in which case ENIGMA R3 will support OS X development. I still haven't decided on and installed a version of Linux, so please be patient, Linux fans. This is also an invitation for anyone who has Linux or Mac to do me a favor and work on the callback for all that good stuff. It should be a two hour job to port ENIGMA to either of the consoles for anyone who knows what they are doing with the respective API, as all ENIGMA's draw functions and behind the scenes operations such as var, data structures, FPS measurement, etc. are all completely cross platform. The job meerly entails using the API to keep track of button status for all keys and mouse buttons in a small array, and to create a game window of the proper size with GL enabled.Thanks for reading, I'll be syntaxing.
-Josh
2799
General ENIGMA / Re: We need a standard graphical API
« on: May 11, 2008, 11:44:26 am »
The thing about using GM's function names is that when you go to compile on a different platform, I can just include different definitions for the same functions. So no matter how different something may be, if I can make it achieve an effect at a certain function call, well, we're in good shape for any kind of cross platforming.
However, a good thing about being a compiled language is that if you want to, you can include libraries for GTK and for other kinds of APIs. I need to use winapi to be able to achieve the things GM can. So dumping that is completely out of the question. However, when you go to compile for mac, I will include a different library with different calls, all made under the same function names.
This could probably be done for other things outside of Game Maker if all the platforms have a function in common. We'll see.
But I don't want to include a bunch of different things to bloat the exe like a certain entity of competition has done.
However, a good thing about being a compiled language is that if you want to, you can include libraries for GTK and for other kinds of APIs. I need to use winapi to be able to achieve the things GM can. So dumping that is completely out of the question. However, when you go to compile for mac, I will include a different library with different calls, all made under the same function names.
This could probably be done for other things outside of Game Maker if all the platforms have a function in common. We'll see.
But I don't want to include a bunch of different things to bloat the exe like a certain entity of competition has done.
2800
Announcements / Progress report, again
« on: May 08, 2008, 04:27:58 pm »
Just for regular visitors' info:
ENIGMA R3 is ready. This is labeled as the official "alpha" release, and is what I would have liked for you guys to have seen in the very alpha releases one and two.
However, I figure I may as well chalk it with some last minute goodies and general goodness. I have some giant surprises in store for release 3, assuming I can depend on the work and words of three or four individuals.
So get ready. R3 is looking stable, and on the way.
ENIGMA R3 is ready. This is labeled as the official "alpha" release, and is what I would have liked for you guys to have seen in the very alpha releases one and two.
However, I figure I may as well chalk it with some last minute goodies and general goodness. I have some giant surprises in store for release 3, assuming I can depend on the work and words of three or four individuals.
So get ready. R3 is looking stable, and on the way.
2801
Teamwork / Re: Dev Team
« on: May 08, 2008, 02:44:36 pm »
I'll program the behind-the-scenes high level functions to make C++ behave like GML. I can prolly get a parser working to make GML-like code into C++...
2802
Function Peer Review / Re: GML?
« on: May 08, 2008, 02:43:06 pm »
It isn't actually called GML, as that'd be copyright infringement.
It is unofficially EDL, but has no official name.
It is unofficially EDL, but has no official name.
2803
Announcements / Update
« on: May 05, 2008, 05:12:34 am »
Just trying to keep you people informed for now.
Progress is slowly kicking back in as I get deeper into some of the hidden problems. I had to rewrite var in its entirety to remove the segfault on cleanup.... That is no small task. Rest assured, however. I've learned a lot between writing it the first time and rewriting it now.
The old var boasted 5x faster than GM... This one boasts 10. I'm sure you're wondering how ENIGMA could get much faster. Or maybe you're not. But yeah, it just did. It's also more stable... Old var didn't like being a member of a struct that was dynamically allocated. I don't think this one really cares.
So yes... Enigma isn't canceled just because I can't show you progress like before, so no need to go from forum to forum talking about its imminent failure again.
I'll be working on object's cleanup next. This'll be even more difficult than var, I'm afraid...
Progress is slowly kicking back in as I get deeper into some of the hidden problems. I had to rewrite var in its entirety to remove the segfault on cleanup.... That is no small task. Rest assured, however. I've learned a lot between writing it the first time and rewriting it now.
The old var boasted 5x faster than GM... This one boasts 10. I'm sure you're wondering how ENIGMA could get much faster. Or maybe you're not. But yeah, it just did. It's also more stable... Old var didn't like being a member of a struct that was dynamically allocated. I don't think this one really cares.
So yes... Enigma isn't canceled just because I can't show you progress like before, so no need to go from forum to forum talking about its imminent failure again.
I'll be working on object's cleanup next. This'll be even more difficult than var, I'm afraid...
2804
Off-Topic / Re: Postponement
« on: May 02, 2008, 02:28:33 pm »
Sure are. ENIGMA is definitely not canceled.
I need to talk to Luda about his... project.
But the instance problem is being remedied now that I'm making my own map.
I need to talk to Luda about his... project.
But the instance problem is being remedied now that I'm making my own map.
2805
Announcements / Postponement
« on: April 23, 2008, 07:01:16 pm »
A few of you were probably looking for the release last weekend, which was *scheduled* for Sunday night release. However, I detected a segfault in instance_destroy(). And I'm not releasing R3 until I fix it.
Rest assured. R3 is even more special now, and I have a very nice treat in store for you guys, courtesy of ludamad.
R3 will have some organizational issues fixed, making the code more friendly to help. It's only managed to further cripple GDB so far, but whatever. That program was pretty useless anyway.
Anyway. Point is.
Release three is everything you wish you saw in Release 1, but didn't because beta isn't until Release 4 anyway.
I'll be working.
Rest assured. R3 is even more special now, and I have a very nice treat in store for you guys, courtesy of ludamad.
R3 will have some organizational issues fixed, making the code more friendly to help. It's only managed to further cripple GDB so far, but whatever. That program was pretty useless anyway.
Anyway. Point is.
Release three is everything you wish you saw in Release 1, but didn't because beta isn't until Release 4 anyway.
I'll be working.
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